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Zodiark (Final Fantasy XII): Misc

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Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

Final Fantasy XII Esper
Zodiark
Statistics
Level Evade%
66 0
HP MP
336,847 999
Power Defense
112 34
Magick Power Magick Resist
50 37
Vitality Speed
92 25
EXP Clan Points
0 7,610
Elemental affinities
Fire Ice Lightning Water
- - - -
Wind Earth Dark Holy
- - Absorb Weak
Japanese ゾディアーク
Romaji Zodiāku
Location Henne Mines (Special Charter Dig)
Bestiary Location Espers
LP Awarded 70
Common Steal Serpentarius
Uncommon Steal High Arcana
Rare Steal Megalixir
Common Drop None
Uncommon Drop None
Rare Drop None
Very Rare Drop None
Common Poach None
Rare Poach None
Attacks Can inflict Disease
Abilities Scathe, Reflect, Bravery, Faith, Banish Ray, Piercing Graviga, Darkja, Level 2 Sleep, Level 3 Disable, Level 4 Break, Greater Barrier, Battle Cry, Limit Break
Innate abilities Safety, Null Knockback, Resist Guns and Measures, Null VIT, Null Weather and Terrain Effects, Piercing Magic, Null Evade, Focus, Adrenaline, Spellbreaker, Return Damage, Half MP Cost
If HP <50% - Parry
If HP <20% - Paling (renewed constantly)
Inflicted with Dispel @ If Faith - Magick Shield
If Banish Ray unusable - Attack CT 0
After Limit Break and Faith -

Magic CT 0
If Battle Cry - Attack Plus
If Greater Barrier - Damage Resist
If hit with Elemental weakness - Shift
If Mana Spring - Spellspring

Immune to Death, Petrify, Stop, Doom, Confuse, Sleep, Disease, Reverse, Slow, Disable, Immobilize, Silence, Blind, Poison, Oil, Sap, Lure, Berserk, Warp, Poach, Fractional Damage, Sight Unseeing, Syphon, Numerology, Charm, Achilles, Wither, Addle
Other Information Uses Shift to change his weakness once it has been found out. The battle gets harder as Zodiark's HP drops. Starts the battle with Reflect, Protect, Shell, and Haste.

Zodiark is a boss in Final Fantasy XII. He is fought in the special dig site of the Henne Mines.

Contents

Bestiary Entry

Genus: Esper
Classification: Keeper of Precepts

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Page 1: Observations

Strongest of the scions created by the gods, they feared his growth, and so kept him a child. So indomitable is his strength that all things are by him twisted and pressed into oblivion. He alone fashions the laws governing all things, and administers punishment in place of the gods. So is he Keeper of Precepts, and his authority is absolute.

Battle

Once the party enters the battlefield, they cannot escape until they defeat Zodiark, so it is best to check that all of their HP and MP gauges are completely full before anything else. More importantly, save your game at the Henne Crystal beforehand, since the fight may have to be attempted several times in order to bring the Esper down. It is also recommended that the entire party is to be trained at or above Level 80, preferably at top Level 99, because the road to the Esper Zodiark is filled with full of nasty monsters and traps, and could bring the entire party down especially if they gang up against them.

Bubble Belts, strong weaponry (non-elemental and quick acting weapons are strongly recommended) and equipment that absorbs Dark-elemental damage will be necessary. Crystal Shields or items which increase magical evasion are also preferable.

Before entering the map where Zodiark resides, use Protect, Shell, and Haste. Regen, Bravery, and Faith can also be used. It is possible to use Berserk, although for this battle it may be better to have more sober characters.

This battle is going to be long and hard, so prepare for this battle by equipping Black Masks. Go into the battle with only one character because, right at the beginning, Zodiark casts Darkja and there is no reason for the entire party to be exposed to it. Once that is done, bring in the other two characters.

This Esper starts the battle with Reflect, Protect, Shell, and Haste. Dispel them right away, and be ready to Dispel/Dispelga throughout the battle.

Zodiark's Darkja ability is powerful. Even with Demon Shields and equipments that absorb dark-elemental damage, the party may still be found dead or inflicted with Blind. This is because Darkja has a chance to instantly KO any given target, and can inflict Blind on a character even if he or she is KO'd. Absorbing Dark-elemental damage will not spare a character from an automatic KO, and there is no equipment available that can. His special attack, Banish Ray, will usually inflict 9,999 damage, instantly killing a target without the Bubble status or a Bubble Belt. Zodiark, too, has no stable elemental weakness; once the player figures out his vulnerability (Since he is initially weak against Holy Magicks), he will use Shift and change it. Thus, it may be too risky to use spells against him. The player needs some sort of technique in this battle to help them react and recover from Darkja. When the main party falls, bring in the reserve party and quickly heal them with Arise or Phoenix Downs (preferably have the character equipped with Pheasant Netsuke to mimic Arise). The reserved party can fight for a bit but they probably will not be as strong as the main party. At times the main party may need to be switched in to heal the reserved party. This is going to happen often, but it has to be done. This technique is very important when it comes closer to the end of the battle when Darkja is not the only worry. But remember to keep the party spread out so ranged attacks like Scathe will not affect everyone.

The first part of the battle is simple. The party should cast Berserk and Bravery on the strongest physical attacker and then attack Zodiark. If Holy-elemental weapons are in the player's possession, equipping them is suggested for it is Zodiark's weakness for the time being. A powerful attacker can hit 9,999 HP of damage with Haste, Berserk, and the Excalibur/Zodiac Spear. The Holy Rod and Wyrmhero Blade are other good options for this kind of brutal battle. The fight becomes more difficult when Zodiark has about half of his HP left. When this happens, he puts up a Magick Shield. When this happens just keep attacking him. Try to keep him Dispelled, but when the shield is up, it is impossible. Switch to non-elemental weapon attacks should he put up any Magick Shield.

When Zodiark’s HP is close to one quarter, he uses a skill called Shift which will change his elemental weakness, and the player should change their weapons to non-elemental ones. This is when the player should start to use Quickenings against him. The battle could end immediately with a large Quickening chain. If the Quickening does not finish him off, it will begin to use a Paling and Magick Shield. This makes the battle more difficult. Casting Scathe repeatedly is suggested. Just be careful for Zodiark casting Reflect and the Magick Shield. When he has both on, just heal the party and wait for it to go down.

When Zodiark’s HP is critical, his attacks grow stronger and faster. Darkja is used more often then before. The most dangerous part is when his HP is almost gone. Zodiark's Greater Barrier will make him immune to physical damage. Continue to cast Scathe/Holy, attempting to kill him as quickly as possible. Soon Zodiark will fall, and the fanfare will play.

Related Enemies


This article uses material from the "Zodiark (Final Fantasy XII)" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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